Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/Tasks/StateTreeDebugTextTask.cpp
Yoan StAmant fba345e98b [StateTree ] added Delay and DebugText tasks
#rnx
#rb mikko.mononen
#preflight 627115a3f96717d2a1f3ebc2

[CL 20023815 by Yoan StAmant in ue5-main branch]
2022-05-03 08:30:05 -04:00

75 lines
2.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTreeDebugTextTask.h"
#include "StateTreeExecutionContext.h"
#include "StateTreeLinker.h"
#include "GameFramework/Actor.h"
#include "DrawDebugHelpers.h"
bool FStateTreeDebugTextTask::Link(FStateTreeLinker& Linker)
{
Linker.LinkExternalData(ReferenceActorHandle);
return true;
}
EStateTreeRunStatus FStateTreeDebugTextTask::EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const
{
if (!bEnabled)
{
return EStateTreeRunStatus::Succeeded;
}
const UWorld* World = Context.GetWorld();
AActor* ReferenceActor = Context.GetExternalDataPtr(ReferenceActorHandle);
if (World == nullptr && ReferenceActor != nullptr)
{
World = ReferenceActor->GetWorld();
}
else if (ReferenceActor == nullptr)
{
ReferenceActor = Cast<AActor>(Context.GetOwner());
}
// Reference actor is not required (offset will be used as a global world location)
// but a valid world is required.
if (World == nullptr)
{
return EStateTreeRunStatus::Failed;
}
DrawDebugString(World, Offset, Text, ReferenceActor, TextColor, /*Duration*/-1, /*DrawShadows*/true, FontScale);
return EStateTreeRunStatus::Running;
}
void FStateTreeDebugTextTask::ExitState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const
{
if (!bEnabled)
{
return;
}
const UWorld* World = Context.GetWorld();
AActor* ReferenceActor = Context.GetExternalDataPtr(ReferenceActorHandle);
if (World == nullptr && ReferenceActor != nullptr)
{
World = ReferenceActor->GetWorld();
}
else if (ReferenceActor == nullptr)
{
ReferenceActor = Cast<AActor>(Context.GetOwner());
}
// Reference actor is not required (offset was used as a global world location)
// but a valid world is required.
if (World == nullptr)
{
return;
}
// Drawing an empty text will remove the HUD DebugText entries associated to the target actor
DrawDebugString(World, Offset, "", ReferenceActor);
}